﻿using Gargoyle.Roton;
using System;
using System.Collections.Generic;
using System.Text;

namespace Gargoyle.ZZT
{
    static class SoundList
    {
        public static Sounds ZZT()
        {
            Sounds result = new Sounds();

            result.Ammo = SoundPresets.Ammo();
            result.BombActivate = SoundPresets.BombActivate();
            result.BombExplode = SoundPresets.BombExplode();
            result.BombTick = SoundPresets.BombTick();
            result.BombTock = SoundPresets.BombTock();
            result.BulletDie = SoundPresets.BulletDie();
            result.Cheat = SoundPresets.Cheat();
            result.DoorLocked = SoundPresets.DoorLocked();
            result.DoorOpen = SoundPresets.DoorOpen();
            result.Duplicate = SoundPresets.Duplicate();
            result.DuplicateFail = SoundPresets.DuplicateFail();
            result.EnemyDie = SoundPresets.EnemyDie();
            result.EnemyShoot = SoundPresets.EnemyShoot();
            result.EnemySuicide = SoundPresets.EnemySuicide();
            result.Energizer = SoundPresets.Energizer();
            result.EnergyOut = SoundPresets.EnergyOut();
            result.Error = SoundPresets.Error();
            result.Forest = SoundPresets.Forest();
            result.GameOver = SoundPresets.GameOver();
            result.Gem = SoundPresets.Gem();
            result.Invisible = SoundPresets.Invisible();
            result.Key = SoundPresets.Key();
            result.KeyAlready = SoundPresets.KeyAlready();
            result.Ouch = SoundPresets.Ouch();
            result.Passage = SoundPresets.Passage();
            result.Push = SoundPresets.Push();
            result.Ricochet = SoundPresets.Ricochet();
            result.Shoot = SoundPresets.Shoot();
            result.SlimeDie = SoundPresets.SlimeDie();
            result.TimeLow = SoundPresets.TimeLow();
            result.TimeOut = SoundPresets.TimeOut();
            result.Torch = SoundPresets.Torch();
            result.TorchOut = SoundPresets.TorchOut();
            result.Transporter = SoundPresets.Transporter();
            result.Water = SoundPresets.Water();

            return result;
        }

        public static Sounds SuperZZT()
        {
            Sounds result = new Sounds();

            result.Ammo = SoundPresets.Ammo();
            result.BombActivate = SoundPresets.BombActivate();
            result.BombExplode = SoundPresets.BombExplode();
            result.BombTick = SoundPresets.BombTick();
            result.BombTock = SoundPresets.BombTock();
            result.BulletDie = SoundPresets.BulletDie();
            result.Cheat = SoundPresets.Cheat();
            result.DoorLocked = SoundPresets.DoorLocked();
            result.DoorOpen = SoundPresets.DoorOpen();
            result.Duplicate = SoundPresets.Duplicate();
            result.DuplicateFail = SoundPresets.DuplicateFail();
            result.EnemyDie = SoundPresets.EnemyDie();
            result.EnemyShoot = SoundPresets.EnemyShoot();
            result.EnemySuicide = SoundPresets.EnemySuicide();
            result.Energizer = SoundPresets.Energizer();
            result.EnergyOut = SoundPresets.EnergyOut();
            result.Error = SoundPresets.Error();
            result.Forest = SoundPresets.ForestSuperZZT();
            result.GameOver = SoundPresets.GameOver();
            result.Gem = SoundPresets.Gem();
            result.Invisible = SoundPresets.Invisible();
            result.Key = SoundPresets.Key();
            result.KeyAlready = SoundPresets.KeyAlready();
            result.Ouch = SoundPresets.Ouch();
            result.Passage = SoundPresets.Passage();
            result.Push = SoundPresets.Push();
            result.Ricochet = SoundPresets.Ricochet();
            result.Shoot = SoundPresets.Shoot();
            result.SlimeDie = SoundPresets.SlimeDie();
            result.TimeLow = SoundPresets.TimeLow();
            result.TimeOut = SoundPresets.TimeOut();
            result.Transporter = SoundPresets.Transporter();
            result.Water = SoundPresets.Water();

            return result;
        }

    }
}